#ifndef _PlayerbotPaladinAI_H
#define _PlayerbotPaladinAI_H

#include "PlayerbotClassAI.h"

enum {
	Combat,
	Healing
};


//class Player;

class MANGOS_DLL_SPEC PlayerbotPaladinAI : PlayerbotClassAI {
    public:
		PlayerbotPaladinAI(Player* const master, Player* const bot, PlayerbotAI* const ai);
        virtual ~PlayerbotPaladinAI();

		// all combat actions go here
		void DoNextCombatManeuver(Unit*);

		// all non combat actions go here, ex buffs, heals, rezzes
		void DoNonCombatActions();

		// buff a specific player, usually a real PC who is not in group
		void BuffPlayer(Player *target);

	private:

		

		// RET
		uint32 RETRIBUTION_AURA, SEAL_OF_COMMAND, JUDGEMENT_OF_LIGHT, JUDGEMENT_OF_WISDOM, GREATER_BLESSING_OF_WISDOM, GREATER_BLESSING_OF_MIGHT, BLESSING_OF_WISDOM, BLESSING_OF_MIGHT, HAMMER_OF_JUSTICE, RIGHTEOUS_FURY, CRUSADER_AURA, CRUSADER_STRIKE, AVENGING_WRATH;
		
		// HOLY
		uint32 FLASH_OF_LIGHT, HOLY_LIGHT, DIVINE_SHIELD, HAMMER_OF_WRATH, CONSECRATION, CONCENTRATION_AURA;

		//Protection
		uint32 GREATER_BLESSING_OF_KINGS, BLESSING_OF_KINGS, HAND_OF_PROTECTION, SHADOW_RESISTANCE_AURA, DEVOTION_AURA, FIRE_RESISTANCE_AURA, FROST_RESISTANCE_AURA, DEFENSIVE_STANCE, BERSERKER_STANCE, BATTLE_STANCE;
		
		
		uint32 SpellSequence, CombatCounter, HealCounter;
		
		
};

#endif

